#version 330

struct Matrices
{
	mat4 proj;
	mat4 view;
	mat4 model;
};

uniform Matrices u_matrices;

layout (location = 0) in vec3 i_vertex;
layout (location = 2) in vec2 i_texCoord;

smooth out vec2 io_texCoord;

void main()
{
	gl_Position = (
		u_matrices.proj * 
		u_matrices.view * 
		u_matrices.model * 
		vec4(i_vertex, 1.0)
	);
	
	io_texCoord = i_texCoord;
}